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rpg calculations

Started by January 02, 2002 09:37 PM
3 comments, last by koji187 23 years, 1 month ago
Hi I was wondering if anyone knows how to calculate stuff for rpg games like experience for the next level and how to distribute power,hp or whatever. i hope you understand what im saying Koji
There is no write way. But there are some guidelines.

1. make everything work out

seriously though just look at some games and notice differences with every level up if you''re that paranoid about having your system just like theirs. Right off the top of my head I know that quite a few games use a system where the experience required for the next level doubles each time.
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i would recommend making your best guess, and then playing the game through and "tweaking" the values (have other people test it too, as you will have an advantage being the programmer and all).

--- krez (krezisback@aol.com)
--- krez ([email="krez_AT_optonline_DOT_net"]krez_AT_optonline_DOT_net[/email])
Tweaking it assumes you have a mechanism to tweak. Explaining all the differant ways you could do it, the pros and cons of each and what the goal is would be a bit much to explain. I would suggest getting a book like Swords & Circuitry: A Designers Guide to Computer Role-Playing Games as a starting point in desigined a Roleplaying game.
Keys to success: Ability, ambition and opportunity.
quote:
Original post by koji187
I was wondering if anyone knows how to calculate stuff for rpg games like experience for the next level and how to distribute
power,hp or whatever.
i hope you understand what im saying



Those articles that were recommended are worth reading... there is no correct way of doing it... you just have to, lets say improvise. If you are making just a small game (or why not a bigger one too) then you might use a big class or struct (depending on which one you prefer) to store all the attributes of your character. You might use another listing to store data about monsters and how much exp, gold (with randomity added) etc you get from them. You might also create classes for the monsters and when it gets killed, trigger the corresponding function which spawns gold, items and gives the player experience etc... its all very simple, just think it like 1 2 3

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